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Sit with

teams today!

1. Interactive Storytelling for Simultaneous Dual-Language Learning

(McKay, Tolstaya, Desouza, Ferrel)

2. Equipping All Citizens with the Power

to Vote (Sirbu, Ren, Zhang, Miller)

3. Hiring Bias (Pickeral, Averbukh, Price, Versteeg)

4. Creating a Platform for Finding Safe

Spaces for At-Risk LGBT Youth (Valdez, Zimpo, Montgomery, Lawrence)

5. Rounding Credit Card Purchases to

Donate Excess to Homeless Shelters

(Alberg, Sweeney, Kallungal, Fessler)

6. Raising Awareness of Worldwide Censorship through Self-imposed

Censorship (Gulotta, Masison, Nagle, Paquette)

7. Providing a Tool to Help Communities Organize Events (Schroeder, Weber, McHale, Abendroth)

8. Improving the Coordination between Aid Organizations in the European Migrant Crisis (Futter, Krahe, Ellsworth, Namara)

9. Facilitating Community Support against Poverty (Xiao, Cody, Young, Bateman)

10.Discerning Ethical Products through Consumer Input and Online Metrics (Mahmood, Barsotti, Portnoff, Bokhari)

11.Fighting Worldwide Hunger through Food Cost Visualization (Corbett, Wu, Wang, Assadi)

12.Helping Sexual Assault/Rape Victims and Educating Others through Safe Reporting (Liu, Nepaul, Xie, Renehan)

HumanComputerInteractionLaboratory

CMSC434Introduction to Human-Computer Interaction

Week 06 | Lecture 11 | Mar 3, 2016

Prototyping & TA03 Critiques

Jon Froehlich

@jonfroehlich

COMPUTER SCIENCEUNIVERSITY OF MARYLAND

Assignments

IA06 Sketching Assignment

– Matt will begin grading this weekend

TA03 Sketches & Storyboards

– Some initial sketches/storyboards due today

– We’ll dedicate a large portion of class-time to critiques

– Final artifacts due Tues, Mar 8

IA07 Android Doodle Prototype Assigned Due March 22

– First engineering interfaces assignment

– Come to class March 10 with a working prototype. If you need a laptop, email me and come to my office (today if possible)

– Final prototype due March 22 (after Spring Break)

Use the Calendar feature in Canvas to see all upcoming assignments and deadlines

We will watch a few vignettes highlighting prototyping styles/approaches for famous IxD products

What process do they take?

What’s the goal?

How are the prototypes tested?

Redesigning the Microsoft MousePaul Bradley, Bill Verplank, et al., ~1988

Paul Bradley | The Microsoft MouseDesigning InteractionsSource: http://www.designinginteractions.com/interviews/PaulBradley

Three Prototyping Examples from Industry

The Apple Lisa Interface The Microsoft 2-Button Mouse The Palm Pilot

On Tuesday, we watched three examples from industry. Let’s synthesize what we saw.

Common Prototyping Themes in Videos

Some Guiding Questions

What prototyping processes were used?

How were the prototypes built?

How were the prototypes tested?

How many prototypes were constructed?

Responses

Test with users and the self (eating your own dog food)

Rapid prototyping

Emphasis on quantity

Creating physical thing from lo-fidelity materials like wood or foam

Getting the design right

Remix designs

This slide filled in by class during lecture

What is a prototype?

What is a Prototype?

Something that is new that is created from existing materials

Preliminary version of a design

Narrow your focus; can be minimalistic

Something to test and iterate on

Is interaction necessary?

Answers filled from class

Prototype Definition I

A prototype is a draft version of a product that allows you

to explore your ideas and show the intention behind a

feature or the overall design concept to users before

investing time and money into development.

Source: http://www.usability.gov/how-to-and-tools/methods/prototyping.html

Prototype Definition I

A prototype is a draft version of a product that allows you

to explore your ideas and show the intention behind a

feature or the overall design concept to users before

investing time and money into development. A prototype

can be anything from paper drawings (low-fidelity) to

something that allows click-through of a few pieces of

content to a fully functioning site (high-fidelity).

Source: http://www.usability.gov/how-to-and-tools/methods/prototyping.html

Prototype Definition II

A prototype is an early sample or model of a product

built to test a concept or process or to act as a thing to

be replicated or learned from.

Source: https://en.wikipedia.org/wiki/Prototype

How is a prototype different from a sketch?

Sketch vs. PrototypeWhile both sketches and prototypes are instantiations of a design concept, they serve

different purposes and are concentrated at different stages of the design process.

Source: Buxton, What Sketches (and Prototypes) Are and Are Not

Sketch vs. PrototypeWhile both sketches and prototypes are instantiations of a design concept, they serve

different purposes and are concentrated at different stages of the design process.

Source: Buxton, What Sketches (and Prototypes) Are and Are Not

Sketches dominate the early ideation stages

Prototypes more concentrated at later stages

Sketches and prototypes differ in terms of intent, cost, creation time, quantity, and disposability

Investment in a prototype is > than a sketch, hence there are fewer of them, less disposable, take longer to build.

At the beginning of the design process, when there are lots of different concepts to explore, sketching dominates the process.

Source: Buxton, Sketching User Experiences, 2007

“The difference between the two is as much a contrast of purpose, or intent, as it is a contrast in form. The arrows emphasize that this is a continuum, not an either/or proposition.”

Sketch vs. Prototype

Investment

Communicates

Artifact SketchIdeas, possibilities to pursue

Lo-Fi PrototypeVisual structure,initial feeling

Mid-to-Hi PrototypeStructure, flow, and details (without final visual design)

Final DesignFully developed product

Level of Fidelity

Low

High

Based on: Lepore, Sketches and Wireframes and Prototypes, 2010

Prototype…

What it looks like

How to interact

How to navigate (“information architecture”)

What it feels like

IxD Prototypes

Paper prototypes

Physical prototypes (e.g., wood, clay)

Interactive tool supported prototypes (e.g., Balsamiq)

Video prototypes

Prototypes in actual code (e.g., Java, C#)

Different kinds of prototypes in IxD. Differ in time investment, resources, fidelity.

Why prototype?

Benefits of Prototyping1. Cognitive benefits: e.g., prototypes support creativity—

they help the designer capture and generate ideas

2. Facilitate exploration of design space: prototypes can

target and manifest different attributes in a design space

3. Permit early and iterative evaluation: prototypes can be

tested in various ways including traditional usability studies

and informal user feedback, throughout design process

4. Allow you to fail fast: related to the above, prototypes

allow you to try out and experiment with multiple ideas

rapidly and fail

5. The rapid prototyping / lo-fidelity process prevents

feeling attached to an idea simply because you invested

effort into it

6. Serve a communicative function: help designers,

engineers, managers, software devs, clients, and users to

discuss options

Based on: Beaudouin-Lafon & Mackay, Chapter 47: Prototyping Tools and Techniques; The Human Computer Interaction Handbook, 3rd Edition, 2012, p. 1082

Sony PlayStation 1 controller prototypes

Microsoft mouse prototypes

Source: http://www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/

Example Prototype DimensionsThere are other prototyping spectrums but here are three main ones…

Faster Slower

The visual look of your prototype is its most

salient dimension. If not properly selected, it

can sidetrack prototype reviews. Go hi-fi

too soon and users will focus on

aesthetics like color and font choice, which

is not appropriate in early stages.

Visual Dimension

Visual DimensionPrototyping the Nintendo Wii U

Source: http://www.gamasutra.com/view/news/181321/Sometimes_paper_is_your_best_prototyping_tool__even_if_youre_Nintendo.php#.UK95NofAd8G

When a prototype looks like an early design, your users will be more comfortable providing candid—and often more critical—feedback

Functional Dimension

Source: http://www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/

Does the prototype reveal how the solution will

work (static) or does it appear to be fully

functional and respond to user input

(interactive)?

Functional DimensionPrototyping the Nintendo Wii U

Source: http://www.gamasutra.com/view/news/181321/Sometimes_paper_is_your_best_prototyping_tool__even_if_youre_Nintendo.php#.UK95NofAd8G

Screen made of paper. Controller made of cardboard. But the design is actually interactive! User clicks on a button and facilitator places in the resulting paper interface. This is called paper prototyping!

Mid-Fi Interactive PrototypesTools like Balsamiq allow you to make lo-fi looking prototypes but on a computer

Mid-Fi Interactive PrototypesTools like Balsamiq allow you to make lo-fi looking prototypes but on a computer

Content Dimension

Source: http://www.smashingmagazine.com/2010/06/16/design-better-faster-with-rapid-prototyping/

Displaying content? Early on, just squiggly lines,

then maybe dummy text (though this can

distract—be careful), then actual content.

Prototypes serve different purposes depending on the stage of design process.

Prototyping in 3 Stages

Source: IDEO

What do these prototypes prototype?

In other words, what purpose do these prototype serve?

What is this?

Apple iPhone Prototype ~2005What does this prototype prototype?

Basically laptop parts on a large 5x7 touchscreen. The ports (USB, Ethernet, etc.) were never intended to make it into a final product—these existed simply to make it easier to work with and test out new concepts with the device. This hardware prototype was running a variation of OS X before iOS was developed

Source: http://arstechnica.com/apple/2013/03/exclusive-super-early-iphone-prototype-had-5x7-screen-serial-port/#image-3

Apple iPhone PrototypeWhat do these prototypes prototype?

Palm Pilot Wood/Paper Prototype ~1995What do these prototypes prototype?

As you prototype, be clear on your goals

In-Class Activity

Team pairings: 1 & 3, 5 & 7, 9 & 11; 2 & 4; 6 & 8; 10 & 12

Procedure:

Choose a team to go first.

Team explains project, describes four tasks, show draft storyboards

(& ask for feedback) along with interface sketches.

Remember to take notes

Both teams follow rules of a good critique!

Repeat with roles switched!

TA03 Sketches and Storyboards In-Class Critiques

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Light Palette

Light Palette

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